Papers by Players
Situated Games for Learning
Dana Atwood-Blaine, University of Northern Iowa
Dr. Atwood-Blaine has recently published her doctoral dissertation, entitled, “The Effect of Playing a Science Center-Based Mobile Game: Affective Outcomes and Gender Differences”. In her new position as the endowed Jacobson Elementary Science Fellow at the University of Northern Iowa, she continues to do design-based work and research in the field of situated games for learning. In addition, she has pioneered the use of headmounted GoPro cameras to collect first-person video data during collaborative mobile gameplay. This extended abstract briefly describes her doctoral research as well as her current projects. In addition, her self-perceived Superpowers as well as a few Inspirational Works from the community of practice that inform her own efforts are included.
The Extraordinary Adventures of the Amazing Baron Arcane, Master of Mobile Mischief
Jon Back (Baron Arcane), Uppsala University
This abstract presents The super-hero (or is it villain) Amazing Baron Arcane, the Master of Mobile Mischief, or, for those who know his secret identity, Jon Back. For the everyday viewer he may be seen as an average design-researcher focusing on designing playful engagement, but secretly he uses his design knowledge to build playful public experiences also outside of both research and game context, bringing his knowledge into areas such as street performance, larp-design, and mindreading.
Pervasive Games as Design Archetypes
John (Jack) Carroll, Pennsylvania State University
I have been stimulated over the years as a designer and design researcher by reflecting on the playfulness of interactions, and the interactions of playfulness. I am interested in participating in this workshop to learn more about what this community is up to. I was particularly attracted to this workshop because of the breadth of the goals and concerns identified.
The Ecology of Games
Alenda Y. Chang, University of California, Santa Barbara
I’m a games researcher, eco-warrior, and sometime game designer.
I work at the intersection of game studies and the environmental humanities. My first book project, currently entitled Playing Nature: The Ecology of Video Games, proposes radically new methods of game analysis and design, structured around key concepts and terms from ecology and environmental science. Part of a broader impulse to reconcile new media theory with environmental criticism, this ecological approach to video games seeks to expand game studies beyond isolated considerations of players, machines, or code, to encompass the environmental contents and contexts of play—from the resource dynamics and procedural generation of virtual worlds to the increasingly transient spaces in which we game. With a particular interest in the modeling of place, system, and scalar imagination, Playing Nature suggests several ways to rethink existing game taxonomies and theories of agency, while revealing surprising fundamental similarities between game play and scientific work.
How to Embarrass Yourself in Public Unashamedly
Sebastian Deterding, Digital Creativity Hub, University of York
Play can open adults to novel experiences and behaviors, yet fear of embarrassment often keeps them from engaging in play, particularly when observed by others. This makes embarrassment a crucial design consideration for pervasive play.
VIF: Virtual Interactive Fiction (with a twist)
Jérémy Frey, Université de Bordeaux
Nowadays computer science can create digital worlds that deeply immerse users; it can also process in real time brain activity to infer their inner states. What marvels can we achieve with such technologies? Go back to displaying text. And unfold a story that follows and moldsusers as never before.
Em’power’ Me – An Alternate Take On Pervasiveness
Vaishnav Kameswaran, University of Michigan
Rohan Malpani, Deloitte Digital
This work in progress paper describes the user centered design of a “toy” ecosystem. Encompassing both – a tangible, physical toy and a digital equivalent, the goal of the ecosystem is to transcend socioeconomic boundaries and facilitate an understanding of cultures beyond one’s own. Through the workshop we invite others to work with us and help us unravel unseen challenges in our attempt to make play truly pervasive.
Pervasive, Location-Based Games for Persuasive or Educational Purposes
Elke Mattheiss, AIT Austrian Institute of Technology GmbH
My main focus is on mobile, location-based games with a persuasive or educational purpose. Although being someone who gets easily enthusiastic about gamification elements (yes, I admit, badges work great for me in certain situations), my research interests go beyond rewards for a certain number of steps. I dream about a world in which we play games on an everyday basis, not only because it is fun, but because we want to become better, smarter, healthier and ultimately happier. I elaborate on current pervasive game projects, contributing to paving the way to this future scenario.
Agree Or Perish: A Crowd Controlled Augmented Reality Pervasive Game
Alvaro Montero, Telmo Zarraonandia, Ignacio Aedo, Paloma Diaz (attending)
University Carlos III, Madrid
During the last years we have witnessed the emergence of pervasive games. Games such as “Pervasive Clue” and “Pacmanhattan” immerse players in experiences that merge elements of the real world and virtual world.
In this paper we describe a case study of two pervasive augmented reality (AR) games played by more than one hundred people simultaneously. The games were held in the auditorium of the University Carlos III of Madrid within a dissemination activity open to all kinds of public. The goal was to make the audience feel inside and surrounded by the elements of the game.
BreathSenses: Towards Understanding Breathing Games
Rakesh Patibanda (attending), Florian (Floyd) Mueller, Matevz Leskovsek, Jonathan Duckworth
RMIT University and BreathingLabs.com
In recent years attention has increased around digital breathing games via new technology that allows interaction between breathing and video games. While some breathing games use breath as a fun form of interaction, other games use breath to improve mental health aspects a player in order to reduce stress and anxiety. So far, little research has been devoted towards understanding the design of breathing games. To develop an understanding towards the design of breathing games, we begin by proposing a taxonomy depending on the factors of game genre, game design analysis based on the human body senses involved, breathing technique used, aim of the breathing technique, technology used to experience the game world and technology used to measure breathing. To demonstrate the strength of our taxonomy, we analyze example games and discuss how the novel taxonomy could help game designers to create breathing games.
Reducing Perceived Waiting Time in Theme Park Queues via Multiplayer Augmented Reality
William Raffe, Fabio Zambetta, Marco Tamassia, Florian (Floyd) Mueller, Xiaodong Lee
[Note: William will not be able to attend the workshop; however, we include him, his co-authors, and his work as part of our cohort]
Guests attend theme parks for entertainment experiences that they cannot experience anywhere else. These experiences often elicit physical exhilaration (such as roller coasters), sometimes in combination with digital media (such as 4D cinemas), and are almost always in a social and joyful setting. Thus, we argue that theme parks are an ideal location for pervasive / ubiquitous / mixed reality play, not only for prototyping and experimentation purposes but also as a means of introducing large audiences to novel experiences that may hint at the future of play.
Supporting Parents of Young Children to Engage in Pervasive Play with their Babies
Zeinab Shams Aliee, Madeline Balaam, Kevin Marshall
Open Lab, Newcastle University
[Note: Zeinab will not be able to attend the workshop; however, we include her, her co-authors, and her work as part of our cohort]
This report describes the researchers’ interest in engaging parents of young children in pervasive play that is developmentally appropriate for their children. As the outcome of this research, the proposed application enables parents to share their play experiences with their children, recommend effective playful interactions to each other, and receive comments from their health visitor to ensure their child mental health development.
Exploring Cultural Spaces Through Location-Based Mobile Games
Christos Sintoris (attending), Nikoleta Yiannoutsou, Nikolaos Avouris
University of Patras
This is an overview of game-related research of the HCI Group of the University of Patras. We are active in the area of location-based mobile games, with an interest at games that can enrich the cultural experience in open spaces (like city centres) and in museums aiming to actively engage citizens and/or visitors with cultural spaces.
Over the past decade we have studied, designed, implemented and evaluated a number of games that run on mobile platforms (Windows PocketPC and Android). Our results include design tools that can aid the design of such games (heuristic guidelines, design patterns, conceptual frameworks), game concepts and prototypes as well as implemented games.
Pervasive Play Workshop: Exploration
Paul Wallace, Stanford University
The act of exploration is the embodied and rule-based process of creating “worlds” and “identities”. These two spheres are locked in a mutually constitutive feedback loop within the pervasive play experience, influencing and shaping each other via performed action and embodied affect.
This entire circuit creates meaning and narrative via isomorphisms between the ludic and the narrative levels. By exploring the very nature of exploration, my works seeks to create a functional map for understanding the connection between worlds and identities, their relationship to rules, and the generative process that creates story and meaning within exploration-based media. This philosophical map applies not just to pervasive play experiences, but also provides a microcosm for understanding core ontological concerns pertaining to human consciousness.
Situation Design: Play, Place, and Process
Jeff Watson, University of Southern California
This extended abstract provides an overview of my research practice, a “character sheet” (outlining my “superpowers,” “vulnerabilities,” and the location of my secret lair), and a list of recommendations for the CHI Pervasive Play workshop library.
The Situation Lab explores how storytelling, environmental design, and game design can come together to create frameworks for action – for the public good, for clients, and for kicks. This work, which we call “situation design,” is informed as much by experience design (see Von Hantelmann 2014) and spatial approaches to narrative as it is by participation design, game design, interactive theatre traditions (see Schechner), and other kinds of social practice. While situation design is technology-agnostic insofar as it is always necessarily tuned to the specific technological affordances of the contexts it seeks to transform and enrich, like any kind of practice that addresses the “post internet” world, it is also necessarily, deeply, and implicitly imbricated in the digital (and vice-versa). Our true medium is “the social.”
Using Playful Prompts in Pervasive Play
Gavin Wood, Open Lab, Newcastle University
We respond to the call for fun and playful submissions by describing our work where we are exploring pervasive play for young people in their own spaces.
In our research, we have created games on mobile devices that share a similar game design element, specifically: using prompts to initiate playful interactions. We describe the representative player experience of these games, why they are interesting and our current work.
The Moon Exploration
Cheng Zhang, Scientific Visualization Studio, NASA Goddard Space Flight
The Moon Exploration is a geocaching1 mixed reality game based on available scientific data from lunar landing missions, spacecrafts, satellites, or lunar orbiters. Its locationbased mapping scheme can have a lunar location mapped to places on the Earth. The goal is to “bring” the Moon down to earth so that people can have access to it as if they were the astronauts exploring on the Moon. The gameplaying provides players with the firsthand experience on the Moon in the virtual world. It facilitates communication and social interactions among players, which would lead to the need to form a large community of lunar geocaching on the earth. This pervasive game may stimulate young generations’ interests in space exploration and promote STEM learning. The game can also be a platform for potential citizen science projects in the future, which would benefit science research community as well.